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Gigantor (200 ton BattleMech)
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ATN082268
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PostPosted: 04-Feb-2015 06:39    Post subject: Gigantor (200 ton BattleMech) Reply to topic Reply with quote

Gigantor (Dreadnought)

Overview:

The origin of the Super Heavy BattleMech dates back to the final years of the original Star League with Stefan Amaris and the original Matar or Behemoth design. Although the Behemoth design failed, the Word of Blake successfully deployed the Super Heavy Omega design to defend Terra in 3078. In 3090, the Lyran Commonwealth, under the direction of Archon Adam Steiner, started the design of Super Heavy ‘Mechs with the first one being manufactured in 3097 called the Gigantor. Some have speculated that this design was a perfect fit for his defensive strategies against Clans Jade Falcon and Wolf.

The Gigantor is a 200 ton Battlemech that has a Dreadnought classification for being over 100 tons. Most assume since the ‘Mech is so gigantic or enormous that it was named Gigantor although some farfetched rumors say it was named after an ancient Terran cartoon involving a flying robot. The design has incredible durability with its 74.5 tons of Hardened Armor and an Angel ECM suite. Its survivability is further enhanced by its energy only armament with an impressive 7 ER Large Lasers, 14 ER medium Lasers and 6 Flamers. Like other slow units, the Gigantor is meant primarily for defensive roles and needs supporting units to maximize its effectiveness.

Game Notes:

Constructed using the Superheavy ‘Mech construction rules on pages 248-263 from the Battletech Field Manual 3145.

Model: Gigantor
Configuration: Biped Battlemech
Mass: 200 tons
Technology Base: Mixed (Base- Inner Sphere, Clan where noted)
Engine: 400 XL Engine, 26.5 tons (Clan)(1 critical in LT, RT)
Walking MP: 2
Running MP: 2
Jumping MP: 0
Cockpit: 4 tons
Gyro: 8 tons
Internal Structure: Endo Steel, 20 tons (3 critical LA, 3 RA, 1 CT)
Heat Sinks: 30(60) (Clan)(1 Double Heat Sink in LA, RA, 6 in LT, RT)

Armor: 74.5 tons of Hardened Armor (596)
Internal Structure Armor

H: 4 12
CT: 60 80 Front/ 40 Rear
LT/RT: 42 64 Front/ 20 Rear
LA/RA: 33 64
LL/RL: 42 84

Weapons and Equipment:

7 ER Large lasers (Clan)(28 tons)(1 ER Large Laser in LL-R, RL-R, LA, RA, LT, RT, CT)
14 ER Medium Lasers (Clan)(14 tons)(1 ER Medium laser in LL-R, RL-R, LA, RA, 4 in CT, 3 in LT, RT)
6 Flamers (Clan)(3 tons)(1 Flamer in LT-R, RT-R, 2 in LA,RA)
1 Angel ECM (Clan)(2 tons)(Head)

Design has all Shoulder, Upper Arm, Lower Arm and Hand Actuators.
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Sleeping Dragon
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PostPosted: 04-Feb-2015 09:21    Post subject: Gigantor (200 ton BattleMech) Reply to topic Reply with quote

Okay, you have a semi-mobile tortoise with good reach and unlimited ammo. It looks like something that exists because of rules, but would really be an arty targeting practice. Once you stumble and fall down you are in trouble. You correctly place this to defensive roles.
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ATN082268
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PostPosted: 17-Oct-2017 18:28    Post subject: Re: Gigantor (200 ton BattleMech) Reply to topic Reply with quote

Sleeping Dragon wrote:
Okay, you have a semi-mobile tortoise with good reach and unlimited ammo. It looks like something that exists because of rules, but would really be an arty targeting practice. Once you stumble and fall down you are in trouble. You correctly place this to defensive roles.


I designed a couple more of these models. These kind of 'Mechs (over 100 tons) have their pros and cons. I wouldn't pay much attention to the battlefield analysis of those who come up with contrived scenarios like 1 Gigantor against a force custom designed to fight it and on a battlefield least advantageous to the Gigantor Smile
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Sleeping Dragon
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PostPosted: 18-Oct-2017 13:24    Post subject: Re: Gigantor (200 ton BattleMech) Reply to topic Reply with quote

Actually most forces of the IS would easily crush or bypass these unless they were used in specific conditions. Superheavies are very specific units that need a special set of conditions to work. There's a lot of eggs in one basket and thus you need to somehow funnel the enemy to you, because if a Superheavy can do something well, it's not repositioning.
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[Last edited by Sleeping Dragon on 19-Oct-2017 14:29; edited 1 time in total]
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Mordel
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PostPosted: 18-Oct-2017 14:00    Post subject: Re: Gigantor (200 ton BattleMech) Reply to topic Reply with quote

In a little while, you'll be able to design this on my site. I'm 98% done with the code, then just need to load it to the sandbox and test it out for a tad. Smile
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ATN082268
Clan Snow Raven
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PostPosted: 18-Oct-2017 14:36    Post subject: Re: Gigantor (200 ton BattleMech) Reply to topic Reply with quote

Sleeping Dragon wrote:
Actually most forces of the IS would easily crush or bypass these unless they were used in specific conditions. Superheavies are very specific units that need a special set of conditions to work. There's a lot of eggs in one basket and thus you need to somehow funnel the nemy to you, because if a SUperheavy can do something well, it's not repositioning.


The vast majority of scenarios I have played in use a finite battlefield, so you can get behind it but you can't really bypass it. And all the scenarios I have played in have an a objective, for example, like last man standing, so if you just hide from it, the game is essentially a draw. Besides, if the enemy wants to pour all its fire at a Superheavy 'Mech, then they will reap the consequences of its supporting units Smile
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Sleeping Dragon
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PostPosted: 19-Oct-2017 14:33    Post subject: Re: Gigantor (200 ton BattleMech) Reply to topic Reply with quote

Which is what my point actually is. When you have combat as a sports event where the conditions favour a ball of dough sitting in the middle, it will work. When you have a campaign where you have to reach objectives, shift about... you're going to suffer.
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Karagin
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PostPosted: 20-Oct-2017 10:51    Post subject: Gigantor (200 ton BattleMech) Reply to topic Reply with quote

ATN, it seems my points are being echoed hear by others, you made a walking, abet a slow crawling, pillbox.

The mech is not taking things to a new level, it is not offer anything new, the same load, the style of which is your trademark no doubt about it, can fit on lighter and faster mechs. You have done a great job offering a dream mech for those who need heavy armor and pulse weapons to win a fight.

My advice and suggestion scrap the 200 ton chassis, put the load out on a 100 ton mech, at least you can move faster this is waste of material can, and go with that. BUT if you want a 200 ton machine, then put artillery on it and give it some true use on the battlefield verses a wast of BV, CV, or tonnage points depending on how your group plays and also recall the majority of us don't play MegaMek so what would work in the non-canon fan made computer game doesn't work in the actual game played out on the table top.
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PostPosted: 20-Oct-2017 15:16    Post subject: Gigantor (200 ton BattleMech) Reply to topic Reply with quote

Let's not be so harsh. He clearly spelled out the purpose of these in his description. Obviously they are very limited in scope and use, and would not stand alone in a battle. You can make the same argument about any assault 'Mech against any artillery 'Mech. One on one they will be toast.

Anyways, I think it's a great exercise in designing an absolutely ridiculous "Inner Sphere" 'Mech that costs a paltry 110 million! Smile

I attached the record sheet for this (minus most of the armor/structure pips), in case you want it. It was a good test for my superheavy code.


Gigantor.pdf
 Description: Gigantor 200-Ton Superheavy 
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 Filename: Gigantor.pdf 
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